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	Merge branch 'master' into viewport
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										11
									
								
								imgui.h
									
									
									
									
									
								
							
							
						
						
									
										11
									
								
								imgui.h
									
									
									
									
									
								
							@@ -462,7 +462,7 @@ namespace ImGui
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    // Drag and Drop
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    // [BETA API] Missing Demo code. API may evolve.
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    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
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    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 12 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
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    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
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    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
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    IMGUI_API bool          BeginDragDropTarget();                                                                  // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
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    IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0);            // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
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@@ -758,7 +758,7 @@ enum ImGuiNavInput_
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    ImGuiNavInput_TweakFast,     // faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
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    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
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    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) may be directly reading from io.KeyDown[] instead of io.NavInputs[].
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    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[].
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    ImGuiNavInput_KeyMenu_,      // toggle menu                                  // = io.KeyAlt
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    ImGuiNavInput_KeyLeft_,      // move left                                    // = Arrow keys
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    ImGuiNavInput_KeyRight_,     // move right
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@@ -1400,7 +1400,7 @@ struct ImGuiPayload
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    ImGuiID         SourceId;           // Source item id
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    ImGuiID         SourceParentId;     // Source parent id (if available)
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    int             DataFrameCount;     // Data timestamp
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    char            DataType[12 + 1];   // Data type tag (short user-supplied string, 12 characters max)
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    char            DataType[32+1];     // Data type tag (short user-supplied string, 32 characters max)
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    bool            Preview;            // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
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    bool            Delivery;           // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
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@@ -1680,7 +1680,7 @@ struct ImFontConfig
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    float           RasterizerMultiply;         // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
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    // [Internal]
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    char            Name[32];                               // Name (strictly to ease debugging)
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    char            Name[40];                               // Name (strictly to ease debugging)
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    ImFont*         DstFont;
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    IMGUI_API ImFontConfig();
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@@ -1815,7 +1815,7 @@ struct ImFont
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    // Members: Hot ~62/78 bytes
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    float                       FontSize;           // <user set>   // Height of characters, set during loading (don't change after loading)
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    float                       Scale;              // = 1.f        // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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    ImVec2                      DisplayOffset;      // = (0.f,1.f)  // Offset font rendering by xx pixels
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    ImVec2                      DisplayOffset;      // = (0.f,0.f)  // Offset font rendering by xx pixels
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    ImVector<ImFontGlyph>       Glyphs;             //              // All glyphs.
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    ImVector<float>             IndexAdvanceX;      //              // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
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    ImVector<unsigned short>    IndexLookup;        //              // Sparse. Index glyphs by Unicode code-point.
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@@ -1828,6 +1828,7 @@ struct ImFont
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    ImFontConfig*               ConfigData;         //              // Pointer within ContainerAtlas->ConfigData
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    ImFontAtlas*                ContainerAtlas;     //              // What we has been loaded into
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    float                       Ascent, Descent;    //              // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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    bool                        DirtyLookupTables;
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    int                         MetricsTotalSurface;//              // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
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    // Methods
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